﻿Shader "Hidden/Test"
{
	Properties
	{
		_MainTex ("Texture", 2D) = "white" {}
	}
	SubShader
	{
		// No culling or depth
		Cull Off ZWrite Off ZTest Always

		Pass
		{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag

			#include "UnityCG.cginc"

			struct appdata
			{
					float4 vertex : POSITION;
			};

			struct v2f
			{
					float4 vertex : SV_POSITION;
			};

			v2f vert (appdata v)
			{
					v2f o;
					o.vertex = UnityObjectToClipPos(v.vertex);
					return o;
			}

			float myMultiplier;
			float myValue;
			sampler2D _MainTex;

			fixed4 frag (v2f i) : SV_Target
			{
					float mySum = 0;
					for (int i = 0; i < 10; i ++) {
						mySum += myValue * myMultiplier;
					}

					return mySum;
			}
			ENDCG
		}
	}
}
